info particle system?

is there any work arounds or tricks to either
A: rotate the direction the smoke will billow in (e.g. if i want to use the well smoke stacks andthe granary boat chimney smoke on the same map)
B: make the white smoke from well generateonly 1 smoke/source point instea of 3?

simply rotating them has no effect

this was a note here, i'm making a triumph, big headcrab.
aperture spycrab, we do what we must because we can.

The white smoke from well comes from the underside of the big rockets right? I thought that only came from one point, just with three entities..

There is no way to rotate the direction of a lot of the existing paticle efects in hammer because their movement is worked out based on the map's co-ords.
You can however add -tools to the launch perameters to tf2 to get the particle editor.
Make your info_paticle_system with the right effect name, say, "smoke_billow" or whatever it is as well as a logical name like "particle_test", then in the particle editor open up that map and use "ent_fire particle_test stop; wait 300; ent_fire particle_test start" in the console to restart the particle system once you've made a change in the editor.
You can then change the direction that it moves and save it. however this will effect every map for you and you'll have to pack it into the bsp, even then I'm not sure if it works.

and the particle effect i'm talking about on well is the chimneys in the skyboxes behind each base.
the blu base one comes in single, the red base comes in triple. (blu base has 3 seperate particle system entities, red has just one)

luckily they already are "blown by the wind" in the direction i wanted, but i just don't have the room to arrange 3 chimneys over the red base in the way that i'd need to do
i guess i'll have to use the black one for all of them... shame really cos the white looks much better for red base buildings

this was a note here, i'm making a triumph, big headcrab.
aperture spycrab, we do what we must because we can.